In a way, I'm trying to come up with something to fill this open area. It's not easy coming up with something to make those huge corridors work. If you make a BTB map in this theme, a Mantis can fit perfectly though the giant doors.
I think with Halo 5's forge we can really focus on making a map be an actual place, rather than just a layout with aesthetics lying around. Before even starting a map we can think "OK, I want my map to be a construction zone" and build the layout with that theme in mind, rather than just placing random "aesthetics" around a blocky layout. I don't know if a tutorial for aesthetics would really be useful as all you could really demonstrate is how different pieces might mesh together to make interesting structures, which may be what you're looking for, but like I said I think Halo 5 allows us the opportunity to delve a little deeper into what our maps look like.
It is very cool that we can create a theme, but it isn't a prerequisite for good maps. Think about CE maps like Prisoner, damnation, or chill out. These are some of the best and most creative maps of all time, and do they have a theme? For the most part, no. You can do whatever you want in the end, but you just have to make it work.
For forgers looking for a challenge, they should try this approach. Tho like xandrith said, it isn't a prerequisite for a good map. I've done enough "maps" in my day where I'm ready for this next level of forging. All my released maps in halo 5, save a few, will have a theme and not only a theme but the layout will be contextual to the theme. Meaning if my map were and actual physical place its geometry woulfld still make sense. Designg a map that fits both these criteria is a challenge, but is very exciting and rewarding if done right. Add: saitykoalabear : and I can show u my current map that is heavily theme based
I love great themes if the map plays well. There are plenty of arena shooters with maps that look absolutely great looking like Quake for example that don't have an extensive theme. We have the ability to make extensive themes now as far as unsc and forerunner are concerned. I even think the more comfortable we get with the objects we will even see better themed covenant maps other than a covenant mcdonalds playplace on a asteroid that was attacked by unsc and barricaded in. Trapping all the the little grunt children inside to eat each other. Your map doesn't need to have a detailed story, but you should be able to tell that the map is something. Xandrith all the maps you listed had a theme just not very deep themes. I think there is a difference between story and theme although usually the more story the more specific the theme is. Rant is Rant.
I get what you are saying but do you feel like you are in a place when playing those maps? No, not really, and that's the point of a theme.
Not sure why, but when I see a forge map that looks like a real location I am much more impressed. Like Cargo Port by psychoduck in Halo Reach for example. Loved that map simply for the way it looked.
http://xboxdvr.com/gamer/Mr Bouncerverse/video/13433168 Inspired by Chill Out's atmosphere. Whaddaya think? Look similar? This is a MAJOR WIP. I'll probably end up changing 80% of the layout I have now, and of course, all I really have now is the atrium. Don't have the whole thing mapped out in my head yet. Kinda just making some stuff, seeing huge problems, fixing them, and then repeating the processs.
To me, a theme encompasses 3 things. -Geometry -Aesthetics -Narrative Picture these things on a triangle with arrows flowing to one another. All of these elements interact with one another to create a cohesive palette for the map that makes it feel like a believable space. Incorporating a theme in a map involves designing the aesthetics and narrative along with the geometry. Sometimes, you have an idea for a layout and then come with a theme afterwards. Other times, you think of the theme and then design geometry for it (my preferred method). Most people however go with a layout and then add aesthetics afterwards but don't necessarily incorporate a theme early on. And this will be a difficult comfort zone to break out of because it's frankly been the best way to Forge up until now. We didn't really have the freedom to experiment with themed designs. In fact, most of them have been floating in the air. But we do now and I frankly will not be impressed by maps that don't take advantage of that fact. A good layout is essential, but I would like to see more Forgers embrace the editor's newfound power in order to showcase its abilities and increase its standing among the community. In other words, I'd like to see less "Forgey" maps. We may not be 100% at the point where we can make maps like Headlong look as good as dev maps, but we can and should absolutely try, otherwise Forge will never be understood or taken seriously outside these circles. As for those particular map examples, they may not necessarily have been designed with a theme from the onset. However, I would say Prisoner is very clearly themed after a prison facility where the rooms mimic cells. And Damnation of course is a hydro facility evidenct by the fact that map has mechanical geometry and is oriented towards the water area. It's cool because that theme can always be iterated on and even placed in a different location. For example, Damnation could process lava instead, or it could freeze over. Chill Out however strikes me as a map with a few simple aesthetics rather than a geometric theme, aside from its Covenant palette. Chill Out can be adopted to Foreruner, Covenant, UNSC or whatever else and it wouldn't make much difference (although the Flood design in Halo 3 was a good fit). There is no right or wrong way to go about it, but if you were to put Damnation and Chill Out side by side and show them to someone with no knowledge of Halo, I guarantee Damnation would look more interesting because it appears to tell a story of some kind. Its geometry serves a purpose and looks like it belongs somewhere, and it accomplishes this without compromising its design. Could Chill Out have pulled that off? Absolutely, as Halo 3 shows. So my suggestion would be ask a few questions whenever you begin a map: "Could this be a real place? What purpose does this geometry serve? Does it make sense for this place to exist? If it had a story, what would it be?" Do you need a long paragraph description describing what your "ancient derelict structures used to be"? Probably not. (In fact, I dislike long descriptions because they're forgettable). Nevertheless, thinking about it - if even for a moment - may just give you the spark you need to create something truly special. Or you might get stuck running with a theme and ignore the layout. But I'm sure the great Forge Gods would say that there is no such thing as a bad idea, but there are bad layouts that squander and in many cases waste that idea.
Not sure how to add cover in the 2 big icy areas that doesn't feel super forced. I need to develop those areas, then do aesthetic clean up.
Just change the team. I don't know why it's a team option and not a normal color option like most objects. What I want to figure out is how to make regular shield doors that you can pass through like the ones on Snowbound. Hmmm..is cover all you're looking for? Are you wanting the center structure to be the only structure on the map?